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dugman

dugman

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dugman
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  • I can't speak to how good or bad he is but I agree that his turning speed feels annoyingly slow. I hope they turn up his turning speed while aiming so it at least doesn't feel like a Tim Conway's Old Man skit. (How's THAT for a dated reference, you whippersnappers! Now get off my lawn!)

  • I haven't noticed a difference in sounds personally, I can still typically track survivors mostly by sound barring Iron Will 3.

  • I’m for Pentimento being able to convert a cleansed totem or a Boon totem into a Pentimento Hex. That would allow survivors to either

    • rebless the Pentimento totem, turning it back into a Boon, which creates a tug of war over that totem; or
    • cleanse the Pentimento totem which permanently removes it from play for both sides

    I think this would give some good potential back and forth between survivors and the killer on the totems, and put the decisions in the hands of the survivors whether to continue fighting over the spot or remove it from play forever.

  • The only thing annoying about flashlight macros is the loud staticky noise they make. If they only have the flashlight make that noise once or twice per second regardless of how many times its turned on or off that would eliminate that annoying sound.

  • @RoachesDelight said:

    You this upset about killer instinct and lockers? I'd love to see your reaction when someone runs Iron Maiden

    That’s because Iron Maiden’s gonna get you, no matter how far!

    https://youtu.be/QJDcVj3FTZ4


  • I hardly ever play survivor so I’m terrible, can barely do skill checks. Totally just me though.

  • I don’t play Clown a ton but I do try and use his yellow bottles at appropriate times.

    • At a loop you can toss a yellow to the side the survivor is on, run toward them, and drop a pink on your side. They have to leave the cloud before it procs or they get hit, so you get the speed boost and they don’t. Then if they try and stay at the loop you will be sped up and they will hit the pink cloud and slow down, a double whammy. Or if they abandon the loop you still have gotten the speed boost and can pink gas them on their way out.
    • The add on that lets you see auras while under the effects of the yellow gas is pretty handy. Toss a yellow right before you get where you think people are hiding and it helps.

    I do think Clown is still a bit weak, I’d love to see his pink gas force slow vaults similar to Pinhead’s chains. Or maybe make Clown the first 120% base speed killer. Either or something similar would go a long way.

  • FYI Eyrie of Crows is actually a common size map, 9984 square meters. Here’s the list of maps that exact size:

    Groaning Storehouse 

    Fractured Cowshed

    Temple of Purgation

    Both Yamoka Estate maps

    Ormond

    Eyrie of Crows


    Eyrie is probably most similar to Ormond in that it has a bright outdoor map with limited grass and a central multilevel building with a couple of god pallets and breakable walls. But note that all of these maps have a strong central building so that in itself isn’t unusual.

  • @FreshCoal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675666#Comment_2675666

    2 kills is not a win, the devs don't know what they are talking about. Most devs don't even play their own game. I can easily get 2 kills with bubba by just camping someone in the basement and then crawling out with noed to get another free kill. That is not a win, nor is that balanced.

    What the devs want is most games to be in the 1-3 kill range, i.e. some survivors live and some die. I don’t think they’ve ever called 2 kills a win, if anything it’s more like a draw game.

  • Boons in general probably won’t be changed much or at all. The only problematic Boom currently is Circle of Healing, so if the devs nerf anything it would likely just be to slow the healing speed of that perk.

    Personally I’d love to see Hex: Pentimento be able to turn a Boon into a Pentimento totem, it would create an interesting tug of war over the totem where the survivors have a choice of either reblessing it the killer re-Pentimentoing it, or the survivors could Cleanse the Pentimento totem and it gets erased from the game for both sides. But that’s just what I’d like to see for Pentimento, I have no idea if the devs like or dislike that idea or what would happen with it. (And typically full balance changes for new characters take place about three months after release, so it’ll be a while for an Artist balance pass.)

  • I normally just play whatever killer my daily mission is for, but I think the two I enjoy the most might be

    • Doctor - His tracking is amazing and it's great hardly ever worrying about finding hiding survivors. It keeps me constantly in a chase.
    • Freddy - I love his Dream World aesthetic, and even though his Snares are probably better I always use Fake Pallets because it's always hilarious when a survivor uses one and gets smacked for it. 😄

  • @xili84 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675188#Comment_2675188

    A tug of war I would mind a lot less than what it is currently :) Either both get infinite or non get infinite. That sounds fair.

    Generally speaking I don’t have a problem with Boons being replaceable and Hexes not. There’s no reason they need to work the same way, provided the devs balance the effects accordingly. Pentimento is special, though, since the whole idea of that specific hex is it turns something the survivors fiddled with into a hex totem, so for that specific perk I think it makes sense for it to work on Boons.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675082#Comment_2675082

    I'm not talking about protecting the rescuer. I'm saying that BT should protect the user of the perk when he is being unhooked: so that he doesn't depend on his teammate to have BT to protect him.

    Ah, ok, that makes more sense. When you said “also protect the user” I thought you meant protect them when they are using the perk to unhook people.

    Yeah, that wouldn’t be too much of a change in that case, I still don’t know that a perk as popular as Borrowed Time needs a buff though.

  • I agree, if it could turn a Boon into a Pentimento Hex as well as turn a destroyed totem into a Pentimento Hex it would be great. Survivors could rebless a Pentimento Hex to get their Boon back, making a tug of war over the spot, or they could destroy the Pentimento Hex and the totem is erased for both sides.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675055#Comment_2675055

    When i play killer i always have to play around it already. This is why i think that making it work for the user of the perk doesn't change anything when i play killer... but improve my solo q gameplay on another hand. So i'm all for it.

    You play around it by not hitting the person pulled off the hook but you can still hit the person rescuing them. That’s a major, major difference if you can’t hit the rescuer.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675006#Comment_2675006

    On the contrary, i think buffing it a bit wouldn't change much for killers who plays against good survivors... but would improve solo q experience a bunch.

    You don’t think making both the person rescued AND the person rescuing them immune to damage isn’t a huge buff? Basically you’re saying the killer can do nothing to defend against a rescue at all for 12 seconds after it happens, that’s a massive buff.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675003#Comment_2675003

    For solo q quality of life... the game is hell currently; way more than the killer's gameplay from my experience.

    Ok, but there are other ways to buff solo survivors than buffing a perk that is already probably overused relative to everything else.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/297977/perk-idea-reverse-bt

    They could just make so BT also protect the user of the said perk.

    Isn’t Borrowed Time one of the most effective, popular perks already? Why would you want to dramatically buff it?

  • DbD mobile lets you create custom matches against bots. It’d be nice if they ever brought that over to PC.

  • I wish they’d implement the bot system from mobile. That way if someone disconnects a bot takes their place. Bots aren’t as good as humans but at least they try and do gens and open the exits, etc, so it can maybe give the remaining human players a better shot.

  • My prediction is not much is changing. Fang is still his best add-on, even with one less chain against an injured person, and Chain Hunts which are his most powerful feature didn't undergo any major changes. So the nerf to Fang can have a modest effect but it’s not going to make a major adjustment in his performance. If he was good or bad before he’s just slightly below that now.

  • There are various reasons you can face survivors that seem to be better at looping than you.

    • If a high rated survivor is in a swf with lower rated friends then they’re a package deal and you’ll probably get a killer that’s in the middle of their ratings
    • High rated solo survivors who have been in queue a while eventually have to be put into the next available match to avoid the delay becoming unacceptable. And since there are four survivors per match to every single killer, even if the number of killers and survivors is equal you’d end up with survivors having a longer queue time than killers simply because of that four to one ratio. So hitting that time delay where the system has to give up waiting for a balanced opponent and go to first available is going to be more common for high rated survivors.

    Neither of the above means the MMR isn’t working properly, they still happen even with a system that is totally accurate in its ratings and which have a reasonable time frame of putting people in matches.

    in SBMM Comment by dugman
  • @ThanksForDaily said:

    Nerf boons, nerf Iron Will, nerf Dead hard, nerf Spine chill, nerf nerf nerf nerf

    Circle of Healing is the only Boon that actually seems to be potentially problematic so far. There’s no need to nerf the Boon system as a whole, just tweak the specific Circle of Healing perk that is probably overpowered.

  • I don’t hate Huntress but overall I like playing the melee killers more than the ranged ones. And since I don’t play her very often I’m a bad shot as well which probably just reinforces me not enjoying playing her as much as a melee killer.

  • I’m convinced at this point that when posters complain about “boons” being overpowered they really mean “Circle of Healing” is overpowered because the other two Boons just don’t seem to be as good as that one. Yeah Shadowstep might help someone evade a killer in a chase sometimes, and maybe there’s actually a match where a down was recovered from Exponential, but Circle of Healing actually significantly changes how survivors play when injured since they can just take a bit to run and recover near it if they don’t have Self Care or a medkit handy. Its healing speed makes this an effective strategy against any killer that tries to spread injuries out rather than focus down on a single target one at a time. Of the three boons it’s the one that is actually meta changing in practice.

    So it’s not the Boon system as a whole that’s overpowered or game changing, it’s this one specific Circle of Healing perk. Which just means that if he devs decide to do any nerfs all they have to do is turn down the healing speed of Circle of Healing to balance it out.

  • I haven’t played on it enough yet to have a strong opinion. The main building seems strong for survivors but that could just be because I haven’t really fully gotten the layout ingrained yet and I’m a clumsy doofus who falls off the railless walkways (that place is an OSHA nightmare!) In principle though I don’t know that it’s worse than the Ironworks building with its big ramps and totem spot on the second floor, or the farmhouse, etc.

    The outdoor map being bright with no grass is kind of a double edged sword, it means it’s harder to sneak up on survivors but also harder for them to stay hidden. I think personally I enjoy the openness as a killer more than, say, something like the corn fields where you can’t see crap outdoors or Yamaoka where there are really dark bushes to hide in everywhere. At least if they see me and run away I probably see them too and have the option to chase them anyway.

    Either way aesthetically the main building has a cool look to it, and I like the feel of the desolate ruins and uneven ground outdoors.

  • @WesCravenFan said:

    And yet Survivor Mains will try to tell you flashlights are the weakest item in the game and need a buff.

    I assume this conclusion was reached immediately after sniffing glue.

    I’m a killer main and I think flashlights are weaker overall than toolkits and medkits. Those impact matches much more often than flashlights, assuming the killer is aware enough to look at a wall when picking someone up and look away when a flashlight is aimed at them.

  • @UMCorian said:

    IMHO: This is the biggest problem with playing Killer at most levels of DBD - if you don't 3 or 4K, the game feels like you lost.

    Take Survivor, you can still objectively have a fun, rewarding experience even if the killer 3Ks. Hell, sometimes even dying to insure the killer only 3Ks is still a fun, rewarding experience.

    Imagine how bad this game would feel like as a Survivor, if even if you escaped, you felt like it was a loss unless everyone also escaped?

    Yet, playing killer, failing to kill 2... and watching the survivors teabag you in the gate until you eventually escort them on their way feels like a loss.

    Whether this is a community created perception image or something the game somehow cultivates, I think everything would get better if they found a way to fix this... because right now the Devs balance the game around 2 kills, 2 escape. Because of that, they're always going to seem to be against killers... because the very nature of their game design is to balance the killer around having a game that's perceived (by the community) to be a loss.

    The game needs to feel better for a killer who only gets 2 kills... if this is how the Devs want to balance it.

    I feel like 2 is a draw personally. That's how the game is designed in fact, the median result is supposed to be 1-3 kills per match with 4 and 0 kills being the outliers. If two die and two escape that's basically a close game. 3 kills would typically be a close win, 1 kill a close loss. That's the dev's goal with the game so expecting something other than that is thinking the game is designed to be something it's not.

    So if you keep in mind that the game is intentionally built so that the gens are going to be done most matches, even if you played reasonably well, provided the survivors also played well then you won't be upset when some people escape out the gates.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674112#Comment_2674112

    I think the sad fact of life is that if you're playing against someone who delays on breaking the chains at all, it's likely you won't be needing them anyway.

    Well, even good players are still human. The typical reaction time is 0.25 seconds for a person to physically react to something they see. Good reaction time is about 0.2 seconds. Assuming really skilled video game players have lightning reflexes, they're still probably delaying their reactions at least 0.15 to 0.2 seconds after the hit, which is 1-2 meter delay basically. So it's still not negligible.

  • P.S. In the above analysis I assumed the survivors instantly start breaking the chains the moment they're hit. It's probably worth noting, though, that if a survivor delays removing the chains by even 0.5 second to 1 second it makes a HUGE difference in the calculation. Every half a second the survivor delays taking off the chains is an additional 3.5 meters Pinhead catches up to them. And human reactions aren't instantaneous, so there is some degree of delay between being hit by a chain and clicking the button to remove it.

    So in reality that 1.6 final figure above is a worst case number where the survivor instantly starts breaking with literally zero delay. Add even a 0.5 second delay and it jumps to 5 meters, twice as much as Pinhead would catch up without using the ability.

  • I don't like how Hillbilly plays personally. Not even that I think he's weak or anything per se, I just find hitting with his chainsaw feels cumbersome because of the horrible turn speed and long charge time. Bubba is WAY easier to get chainsaw hits with so it's a lot more fun to play him in a chase. The only fun thing about Hillbilly in my opinion is that he can zoom around the map rapidly, but now that Blight's in the game Blight is basically on par with Hillbilly in map traversal but is slightly easier to get hits with using Lethal Rush (and has some neat add-ons).

    Basically my guess is a lot of people who enjoyed Hillbilly back in the day probably switched to either Blight or Bubba, depending on whether they liked Hillbilly for fast travel or for instant downs respectively. Hillbilly is like a somewhat cumbersome hybrid of those two at this point. He's one of my least favorite characters to play personally (my least favorite being Nurse.)

  • @luvcraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673950#Comment_2673950

    even assuming the survivor stands completely still while breaking chains, at long range (like the 8 meters you suggest) it takes 0.44 seconds MORE to cast the chain than it does to break it, so pinhead loses 0.44 seconds of chase time / distance than if he hadn't used chains.

    I'm not assuming the survivor is standing still, I'm assuming that you fire the chain somewhat close to them, they keep running, and it hits them after traveling about 8 meters. And I included that time it takes the chain to travel that distance plus the time it takes to pan when I estimated 0.5 seconds that Pinhead is stationary.

    You're right though that I didn't include the camera pan and FOV times which is significant. I'll redo the calculation with that in mind.

    Start -

    • Pinhead is chasing and maneuvers the gateway in position. His movement speed isn't impacted while moving the gateway so this doesn't need to be included here. (We're assuming they're far enough away that he doesn't just take a few steps and hit them.)
    • Pinhead activates the gateway - 0.5 seconds for the camera pan plus 0.75 seconds for the FOV, total 1.25 seconds Pinhead is stationary. Survivor continues running 4 m/s, gains 5 meters distance
    • Chain launches, distance maybe 2 meters from the survivor. It takes roughly 0.25 seconds for the chain to hit the survivor, who is now 6 meters further away from Pinhead
    • Fade in time to get back to Pinhead is 0.25 seconds. Survivor has 3 chains on them and moves 0.3 meters, total distance is now 6.3 meters from Pinhead
    • Pinhead now finally resumes the chase at 4.6 m/s. Survivor moves 1.1 m/s for an additional 0.75 seconds for 0.8m. Pinhead moves total 3.5 meters and has gained net of 2.7m. Distance gained by the survivor total is now 3.6 meters.
    • Pinhead continues chasing with survivor having 2 chains for one second. Survivor gains 1.7 meters, Pinhead gains 4.6 meters, net gain for Pinhead is 2.9 meters. Total distance gained by the survivor is now 0.7 meters
    • Pinhead continues chasing with survivor having 1 chains for one second. Survivor gains 2.3 meters, Pinhead 4.6, net gain for Pinhead is 2.3 meters, Pinhead is now ahead by 1.6 meters.

    So yeah, that camera and FOV time really hurts him. (I didn't realize they were over 1 second total!)

    For comparison, the entire process above takes 4.5 seconds. Without using his ability at all, and just catching up at 0.6 m/s, he could have closed a distance of 2.7 meters in that time, which is slightly more than the 1.6 above.


    TLDR - the 1v1 chains do kind of suck. 🤷‍♂️ Oddly none of his add-ons actually increase the time it takes to break free of his chains, or cut down that camera and FOV time, so even using normal add-ons doesn't help. Arguably Fang is still his best add-on, then, since at least on a healthy survivor the chain injures them which is MUCH more powerful an effect than 2 or 3 chains on the survivor.

  • To evaluate the benefit you need to factor in the relative speeds of Pinhead and the survivor during the phases of the process and see how much distance Pinhead gains on them.

    For reference, survivors move 1.1 m/s with 3 chains, 1.7 m/s with two chains and 2.3 m/s with one chain, and 4 m/s normally. Pinhead is stationary while controlling the chain but moves normally after it hits, so he’s statuonary for about 0.5 second then chases chained people at 4.6 m/s


    So for the first half second, the survivor gains 2 m until the chain hits

    In the next second, survivor moves 1.1 more meters and Pinhead moves 4.6 meters. So he’s already caught up a net 1.5 meters 1 second after hitting, even taking into account his moment of being immobile.

    In the second second the survivor moves 1.7 meters but Pinhead moves 4.6, catching up another 2.9 meters for a total gain so far of 4.4 meters

    In the third second the survivor moves 2.3 meters and Pinhead 4.6, so Pinhead catches up another 2.6 meters for a total gain of 8 meters.

    That means that with one successful use of his power Pinhead can catch up 8 meters to a survivor in 3.5 seconds.


    Now let’s compare that to just not using the power at all. Pinhead moves 4.6 m/s, and the survivor moves 4 m/s, so Pinhead catches up 0.6 meters per second. Over the same 3.5 second duration that is 2.1 meters gained by Pinhead, only 1/4 the amount he would have caught up using the chains.


    So even though the survivors often break free of the chains, Pinhead still potentially shaves a significant amount of time off a chase by using he chains, especially if the survivor is at least 8 meters away when he hits them.

  • Nice list. 😄 I think I'm onboard with a lot of these placements. Just skimming through if I were doing a personal list I might switch a few around a bit:

    • Stridor might be better than F tier, it's only really bad when a survivor has Iron Will 3. But if they don't then it can help locate nearby hidden survivors you otherwise might have trouble hearing.
    • Unrelenting isn't great but maybe slightly better than F tier. It really depends on how often you miss juking survivors probably. It's useless for a veteran who never misses attacks, but for a newer player it could make up for a miss and allow them to still get a survivor on a second swing before they extend the chase too much.
    • Predator could be ok (not great) if it still allowed scratches to appear on walls so you can spot them at a distance. It definitely makes it easier to follow a survivor's path barring something like Shadowstep, etc.
    • I've never been a big fan of BBQ and Chili since I don't care about the bloodpoint bonus. I took a poll a while back on this as well and if I remember right it was a 50/50 split among people saying that if BBQ and Chili had no Bloodpoint Bonus they wouldn't use it. I could see it in A or B tier, not S, unless you actually care about the bloodpoint bonus.
    • Brutal Strength seems more like a C tier perk to me. It can ok if you pair it with something else that lets you take advantage of the extra kicking speed, but on its own it seems a bit weak.
    • I'd put Franklin's in B tier, it's decent on its own and excellent for certain killers and builds.
    • I think Bloodhound is probably B or C tier. It's a bit like Nurse's Calling, except instead of the aura you get a trail right to the injured person, even if they're not actively healing. Plus because it doesn't use an aura it's not effected by Shadowstep. It's not quite as good as Nurse's Calling, but it's pretty useful.
    • In the heal heavy meta Forced Penance might be C tier instead of D, especially with survivors doing rescues and body blocks in your face because they're at full health and know they can heal quickly.
    • No Way Out is A tier, maybe even S tier. Getting an extra 60 seconds at the end of the match where nobody can escape AND you know exactly which gate they went to can mean an easy extra hook or two. Especially if you're of the opinion it's too hard to stop gens from being completed, this is a perk that basically gives you 3 Pop Goes the Weasel procs for free at the end of the game plus the noise alert where they are.
    • Devour Hope - I love this perk, I'm not sure if it's A or B tier though in this era of heavy totem cleansing and blessing. I've had some awesome results from it, but also games where it just does literally nothing. Most hexes at least do SOMETHING before they're cleansed, but Devour Hope has zero effect if it's cleansed before you can get an Exposed hit from it. I've probably gotten more Exposed downs early from Haunted Grounds than Devour Hope. But on the other hand, those handful of games where you actually get to Mori an entire team are very satisfying!
  • I’ve been following along a Number Theory course on Michael Penn’s YouTube channel. (Number Theory is a course I never took, seemed interesting though.)

  • Interesting nobody uses Smash Hit, it sounds kind of fun. 😄 It's a 4 second free 150% sprint after a stun, so you could really get a huge amount of extra distance from the killer. The stun lasts for 2 seconds, at which point you're 12 meters away already. The next 2 seconds the killer chases you at 4.6 m/s and you are still running at 6 m/s so you've gained another 2.8 m distance for a total of 14.8 m before you're basic to a normal footchase. Catching up at a relative 0.6 m/s that takes almost 25 seconds to catch back up if the survivor is just holding forward the whole time. (For comparison, if you just ran without this perk, you'd only get 8 meters away and the killer catches up in about 13 seconds, so the perk is doubling the time.)

    Of course it does require a pallet stun, so it's definitely conditional. And I seriously doubt it's the best perk out of that list. But, man, good luck catching a survivor using it if they pallet stun you and run straight away!

  • @Leatherface1990 said:

    I'm waiting for Elden Ring. I have nothing that interests me right now. DBD has gone downhill there are too many bugged updates and unbalanced issues that have been introduced with bad map designs. They won't listen to Tru3Talent or Scott Junds balancing ideas. It's been years of lobby glitches on XBOX and bad fps. Winning takes no skill just press some buttons mindlessly, run boring meta rinse and repeat. Solo q is full of disconnecting babies. I cant do it LOL.

    To be fair Tru3ta1ent and Scott sometimes have bad ideas and ideas that contradict each other. They also have good feedback too, of course, but it’s not like they even agree with each other let alone always have ideas that are actually good.

  • I’ve never spent shards on the shrine, I’d rather save them for new killers.

  • I agree in that I don’t really care what my MMR is, I just play the game.

    That being said, I do wish they’d stop showing opponent’s grades since they’re irrelevant to the matchmaking and just confuse people who see high or low grades and think the MMR is the same thing. Show your own grade on your character select screen, don’t show any grades on the endgame scoring screen, and if the devs change their minds on showing MMRs for opponents then show what 5-10% percentile bracket people are in.

  • I do a daily killer mission a night, so usually 1-4 games depending on how long it takes to complete it and how good I am with that particular killer.

  • I’d love to see more non-ranged killers, I tend to like playing them more than the ranged ones.

    • One killer suggestion I’ve made is a Medusa which passively inflicts conditions on survivors who look at her. So as you have her in your field of view you build up a token counter, and the more tokens you build up the worse the effect, such as being Hindered or Blinded or Oblivious or Exposed, etc, depending on how many tokens you have. Not looking at her for a bit allows the counter to regress. I think it would be a cool mechanism to have a basic attack killer that survivors don’t want to actively watch while they’re running or hiding from.
    • The next killer is almost certainly going to be licensed is my guess since we’re about due for another licensed killer. Generally speaking movie killers don’t use ranged attacks (e.g. Pig, Ghostface, Michael, Freddy) so odds are pretty good the next one likewise will be melee range or close range attacks.
  • @Prex91 said:

    I know I am Italian. This is a suggestion for a New perk, patimento is only a name that can change.

    Gotcha, thought you were suggesting a change to Pentimento.

  • @DeadByStreetlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672669#Comment_2672669

    Ok thanks, it's my goal not to reach rank 1, because it's already sweaty enough. But it would be nice to know the own mmr, yes.

    Your rank isn’t used for matchmaking at all so don’t worry if you are rank 1. In fact if you to rank 1 you get a decent bloodpoint bonus for it!

  • It’s Pentimento (think like a Pentagram with five points which are the totems.)

  • @DeadByStreetlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672639#Comment_2672639

    I would not count me as High MMR but if I'm playing vs a whole group of rank 1 means that high MMR or it's just random?

    Red Rank 1 just means they’ve played a lot over the last month, not necessarily that they’ve played all that well. There’s a correlation but they could still just be average or above average players in terms of skill. (They’re not literally brand new is all.)

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672616#Comment_2672616

    Only one of those that has equally good main building and that is Ormond.

    I actually think those maps are really similar....

    Other main buildings of your list don't have that many god pallets and usually only one or 0 annoying breakable doors.

    Sanctum of Wrath - 0 god pallets, 0 breakable doors

    Family Residence - 0 god pallets, usually 1 must have breakable door

    The Temple of Purgation - 0 god pallets, 0 breakable doors. There are only two exits from there, you really don't wanna get into basement there.

    Fractured Cowshed - 0 god pallets, 2 breakable doors

    Groaning Storehouse - 0 god pallets, 1 breakable door

    Mount Ormond Resort - 2 god pallets, 1 breakable door

    Eyrie of Crows - 2 god pallets, 2 breakable doors

    I agree with the Ormond comparison. Both Eyrie and Ormond’s buildings have a couple of god pallets with a breakable wall or two and they’re both very bright outdoors.

    Doesn’t Temple have a god pallet on one of the main entryways though?

  • There were definitely people seriously overreacting to Exponential when it was still on PTB. I got into a big debate with one person for instance who claimed it was literally game breaking. I’ve said from the beginning that it was probably very situational and inconsistent compared to Circle of Healing and wouldn’t be nearly as popular.

  • Right, unfortunately you can’t see the MMRs so it’s hard to tell how your rating actually compares to your opponents’. It’s one thing I hope the devs eventually change their mind on and at least show rough MMR buckets instead of the irrelevant Grades they currently show.

  • Sounds about right, I’ve expected people to rank her around where they rank Doctor since they’re both killers with solid tracking and zoning abilities but no special movement ability.

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